PM3.6 - Roy - Action - 0x75 CliffWait

Entry Script (Common)

  1. UnknownEvent { namespace: 0xc, code: 0x17, unk1: 0x0, arguments: [Bool(true), Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 23062 })] }
  2. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (OnGround) }
  3. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (InAir) }
  4. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (not(HasntTethered3Times)) }
  5. CreateInterrupt { interrupt_id: None, action: DamageFall, requirement: (BoolIsTrue RandomAccessBool(SpecialsMovement)) }
  6. CreateInterrupt { interrupt_id: Some(10075), action: CliffJumpStart, requirement: (HoldingALedge) }
  7. PreviousInterruptAddRequirement(ButtonPress value(2))
  8. CreateInterrupt { interrupt_id: Some(10074), action: CliffJumpStart, requirement: (HoldingALedge) }
  9. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool(EnableJabLoop))
  10. CreateInterrupt { interrupt_id: Some(10071), action: CliffEscape, requirement: (HoldingALedge) }
  11. PreviousInterruptAddRequirement(ShieldInputPress value(3))
  12. CreateInterrupt { interrupt_id: Some(10072), action: CliffClimb, requirement: (HoldingALedge) }
  13. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool(EnableActionTransition))
  14. CreateInterrupt { interrupt_id: Some(10002), action: Fall, requirement: (HoldingALedge) }
  15. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x11))
  16. CreateInterrupt { interrupt_id: Some(10069), action: CliffAttack, requirement: (HoldingALedge) }
  17. PreviousInterruptAddRequirement(ButtonPress value(0))
  18. CreateInterrupt { interrupt_id: Some(10070), action: CliffAttack, requirement: (HoldingALedge) }
  19. PreviousInterruptAddRequirement(ButtonPress value(1))
  20. Subroutine(0x9019c820)

Exit Script (Common)

  1. ControllerUnk02